Call of Duty 5: Damage types and MeansOfDeath
From COD Modding & Mapping Wiki
Name | Description |
MOD_BAYONET | Injured or killed by Bayonet |
MOD_BURNED | Burned with flamethrower or molotov |
MOD_CRUSH | Run over by a tank |
MOD_EXPLOSIVE | Damage received by explosive type weapon |
MOD_FALLING | Fall damage |
MOD_GRENADE | Grenade launcher impact, molotov direct hit, satchel detonation (if stuck to a vehicle for instance) |
MOD_GRENADE_SPLASH | Grenade and satchel explosion |
MOD_HEAD_SHOT | Headshot death |
MOD_IMPACT | Direct impact of flares, grenades etc. |
MOD_MELEE | Knife attack |
MOD_PISTOL_BULLET | Pistols and shotguns |
MOD_PROJECTILE | Projectile type weapon |
MOD_PROJECTILE_SPLASH | Projectile explosion |
MOD_RIFLE_BULLET | Rifle bullet |
MOD_SUICIDE | Self murder (e.g. carried out by an anti-camping script) |
MOD_TELEFRAG | Telefragged (entity spawned into another kills the first entity) |
MOD_TRIGGER_HURT | Injured by a trigger_hurt |
MOD_UNKNOWN | Misc. type (undefined MOD) |
Code examples
Damage
self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, idFlags ); [[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset);
eInflictor | The entity that causes the damage (e.g. a turret) |
eAttacker | The entity that is attacking |
iDamage | Integer specifying the amount of damage done |
iDFlags | Integer specifying flags that are to be applied to the damage |
sMeansOfDeath | Integer specifying the method of death |
sWeapon | The weapon number of the weapon used to inflict the damage |
vPoint | The point the damage is from? |
vDir | The direction of the damage |
sHitLoc | The location of the hit |
psOffsetTime | The time offset for the damage |
iDFlags:
level.iDFLAGS_RADIUS = 1; level.iDFLAGS_NO_ARMOR = 2; level.iDFLAGS_NO_KNOCKBACK = 4; level.iDFLAGS_PENETRATION = 8; level.iDFLAGS_NO_TEAM_PROTECTION = 16; level.iDFLAGS_NO_PROTECTION = 32; level.iDFLAGS_PASSTHRU = 64;
Death
level.player waittill( "death", attacker, cause, weaponName ); [[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration);
deathAnimDuration | Length of the death animation |
(see above for the rest)